Pages: [1]
|
|
|
Author
|
Topic: THIS is the future of StarControl (SpaceEngine) (Read 3477 times)
|
yug
Zebranky food
Offline
Posts: 1
|
Just take a look at this program called SpaceEngine. en.spaceengine.org
It's an open, 3D, procedurally-generated, free space exploration engine, based on actual astro catalog data. Used adaptive level of detail, so you can warp through stars or hover the detailed surface of any celestial body. With physically realistic procedural worlds, stars, nebulae, etc etc...
Now imagine a Star Control game with this engine... Just... WOW
|
|
|
Logged
|
|
|
|
Krulle
Enlightened
Offline
Gender:
Posts: 1117
*Hurghi*! Krulle is *spitting* again!
|
Looks interesting. If he ever gets as far as programming modules for games with that engine, I'm sure some fans can be found to recreate the SC2 story in the world run by that engine.
But I can't imagine putting this engine in UQM.
Also: What about HyperSpace and QuasiSpace? And will my ship die because the autopilot flew over the sun?
|
|
|
Logged
|
|
|
|
Julie.chan
*Many bubbles*
Offline
Posts: 130
Sharing is good.
|
Not interesting to me; SpaceEngine is proprietary.
Even if whether a program is libre doesn't matter to you, what about high scientific accuracy says "Star Control" to you? Nothing about any of the Star Control games are even remotely scientifically accurate. The heat of stars is completely wrong, the starmap is completely made-up and not even influenced by real-life stars, combat takes place on a 2-D plane wrapped around a torus, ships' orientation is limited to 16 angles, gravity is hugely simplified, ships are as big as planets, asteroids are overly-abundant, ships are armored by meat shields, kinetic weapons have a limited range, you can hear things in space, small ships are unrealistically agile, planets are all incredibly small, planets are cylindrical, and battery regeneration is linear.
Star Control's game mechanics are designed to be good enough for the game, not scientifically accurate.
|
|
« Last Edit: August 12, 2014, 02:32:45 pm by onpon666 »
|
Logged
|
|
|
|
|
Julie.chan
*Many bubbles*
Offline
Posts: 130
Sharing is good.
|
I'm pretty sure all of them are names of real stars, but it's explicitly stated that they don't actually correspond to these stars in-universe. In-universe, the names were just applied to the stars on the Hyperspace map because there is no correlation between Hyperspace and real space anyway, and it was deemed to be better than naming the stars after historical leaders.
|
|
|
Logged
|
|
|
|
|
Julie.chan
*Many bubbles*
Offline
Posts: 130
Sharing is good.
|
FreeSpace 2 isn't libre or open source; it's under a non-commercial license.
If you're looking at 3-D space game engines (though I can't imagine why, to be honest), the only ones I'm aware of that are libre are those of Vega Strike and Pioneer. I haven't played either of them, personally (I think I tried to play one of them before but couldn't figure out how to compile, or something).
|
|
|
Logged
|
|
|
|
Kwayne
*Many bubbles*
Offline
Gender:
Posts: 189
|
A Great War campaign in SCP would be great, I'd love to design missions for it, but I don't think 3D is the future for any Star Control adventure game.
|
|
|
Logged
|
|
|
|
Grand Master Planet Eater
Frungy champion
Offline
Posts: 85
|
I could easily envision a Freespace 2 SCP mod campaign set in the Star Control universe, though.
|
|
|
Logged
|
|
|
|
Pages: [1]
|
|
|
|
|